Discussion in 'Community Games' started by villain, Jan 8, 2017.
I'm now so poor I can't get the star ill have to slave away on my computer for another day
Yeah, that's a problem for me too.
I didn't think I knew a brother with the same problems as I, the world is a strange place
Proposing an vassal mechanic. Please vote here if you'd like to have it incorporated into the game.
Description of proposed change
If you retreat in the Bronze Sea (or if you didn't make it into the Bronze Sea in the first place), you have the option offering your services as a vassal to another player. If the other player accepts (they can reject you of course), a limited number of ships can join their fleet. The only downside is that now you have to split the reward.
Here are the hard and fast rules:
You can only become a vassal in the elimination-phase of the tournament (either Gold, Silver, or Bronze seas).
You have a 24 hour time limit to find someone to agree to take you in (you join the team after they complete their ongoing match). If you can't find someone within those 24 hours, then you're permanently eliminated.
The maximum number of ships any player can have on their team is 10, including vassals.
The main player must own more ships than all their vassal ships combined.
If a player owns 5 ships, they can only have a maximum of 4 vassal ships.
If a player owns 3 ships, they can only have a maximum of 2 vassal ships.
If a player owns 7 ships, they can only have a maximum of 3 vassal ships (maximum 10 vessels in total).
If a player ends up having less or equal ships as their vassals, they must give up some vassal ships.
If all the vassal ships are destroyed, too bad! The vassal isn't a vassal anymore.
At least one of the main player's ships must partake in the lineup of a match.
Once all of the main player's ships have been sunk during a match, it's an automatic loss even if there are still vassal ships in play!
How are vassal's involved in matches?
In the pregame phase, the vassal player still places their own ship on the board.
In the game phase, the vassal players gets to order the number of shots equal to the number of vassal ships they own.
How is the reward split between a team?
1 ship = 1 share of the final prize
If a main player finishes the tournament with 4 ships, and the vassal has 1 ship (5 ships total), and the prize is $1000, then the main player gets $800 and the vassal player gets $200. Each ship is worth $200.
If you like or dislike the idea, vote here!
If it seems like people want it, we can add this system to the game! Comments and feedback still appreciated!
That's a great idea, but can the vassals control their ships but have work together with the main player?
They can control their own ships but would have to work together with the main player.
So if the main player gave them a order would they have to do it? Or would it only be a suggestion.
Well, the main player can disown/fire a vassal if the main player didn't like the vassal.
But I'm going to say the main player can't force the vassal to do something. Good teams should be able to communicate and work together though ^^;
Edit: oh wait... I just realized a loophole... if the main player can disown vassals.... they can win after firing all their vassals... can be fixed if we say main player can only disown vassals before a match starts.
Then could the winning player fire their vassal at the end of their last game to get all the nuffies? Maybe you should implement the rule that you can only fire vassals before matches.
Yep! I edited the previous post as soon as I thought of that xD
I wonder why the other person voted no
There's actually a battleship meme generater... I could'nt help it
Actually, @villain could we have a practice round right now?
I'm ready to play, but soon I'm gonna go to bed.
I just played a round of battleship online and there was this one guy that put ALL HIS ships at the sides of the map e.e
Maybe @Cancer or someone?
The games themselves are relatively hands off-from a GM perspective. I'm really only there in the PMs to make sure people aren't cheating, but other than that, I leave it up to you guys to call coordinates and say whether it's a hit or miss. XD
Also, vanilla battleship is pretty boring. x3 I think this tournament interesting because you have to plan how you're going to take your ships through... at least 3 battles.
Sign me up @villain -kun! \(^^)/
It seems like this is drifting towards no, but feel free to keep voting!
If we don't use the vassal system (it it seems like there's a more no's), we'll be implementing a restocking system. This is mostly to preserve balance in the second half of the tournament (it get's really boring if everyone only has one ship left).
Pre-Elimination Phase Restocking
At the start of the Elimination Phase (before Gold, Silver, or Bronze Seas), each player will gain reinforcements to their fleet.
The number of ships each player in the bracket receives is equal to the (number of players in the bracket)/(divided by two) rounded up.
The types of ships received as reinforcements are: Aircraft Carrier > Battleship > Cruiser (x2) > Destroyer
For example, if the Gold Sea has 3 combatants, each combatant receives 2 of the same ships before the Gold Sea tournament starts. Each player would receive: Aircraft Carrier (x1), Battleship (x1)
If the Bronze Sea has 8 combatants, each combatant receives 4 of the same ships before the Bronze Sea tournament starts. Each player would receive: Aircraft Carrier (x1), Battleship (x1), Cruiser (x2)
It would be possible to have more than 10 ships in the fleet, but only 5 can be played in a match at a time.
Bringing variable numbers of ships (and permanent elimination) sounds good in theory, but in practice makes the game extremely unbalanced. A person could start by using heavy ships (carriers and battleships) in the early rounds to fill four of the five spots, where each is essentially unsinkable because they are so massive, then switch to patrol boats (the two slot ones... Destroyers? I think) in the final rounds where they actually have to go all out. Or they could use the heavy ships, sacrifice them in the round robin to destroy the enemy, vassal another player, and field even more tiny ships in the final. While it does add another layer of strategy, the original game was balanced for five ships and exactly 17 out of 100 spaces being hits. Changing that to 10 out of 100 halves the effective hit rate and severely changes the game balance. Be very careful with this mechanic, combined with the vassalage, because it may backfire intensely. If you aren't certain this is how you want to do things, it might be better to simply use a resetting five ships per round format.
2nd: pm based untamed games are... Problematic, to say the least. A turn timer or at least a game timer (as seen in competetive chess, perhaps) would nullify that problem. The standard number of rounds played in salvo battleship is about 10, if I remember right, so setting the game timer to 10 hours (with simultaneous turns) or 20 (with alternating) gives about an hour per turn and severely reduced the possibility of infinite duration games.
Third, instead of separate brackets (when it is very likely the top racket will have just 2 players, at most, and they will have most of their victories from retreats) is a bad idea. It is better to have a full single bracket tournament, possibly double elimination format to deal with the luck factor. Setting up byes would be a valid idea, and rankings should be based on victories and ship damage taken/given, two simple factors to calculate.
As a further note, it would be a good idea to pm initial setup and turn by turn play to the game master after each round for calculations and integrity reasons.
I'm in! Sign me up
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